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THE PARTY

If you are playing the Party you have 4 attributes or ‘classes’. Each class
THE ONEgeon
Levels: Each Class has a Level (from 0-9), HP (= Level) & a Difficulty (=
has a level. Your objective is to finish the Dungeon and find the MacGuffin. 10+Level). Roll 1d20 on or under the Class Difficulty to succeed on a
WARM COOL Check.
Creation: At Party creation assign 2d6 or 7 levels to the Party. Choose a
Fighter Rogue weapon each for the Fighter and Rogue, and a spell each for the Cleric
strong, athletic, intimidating sneaky, careful, deceptive
PHYSICAL

Check to multiattack: attack multiple Check to sneak attack: do extra and Wizard (they get their cantrip by default). You can change these out
times = max ½×Level (round up) damage = ½×Level d6 (round up) between Dungeons.
Choose longsword (1d12 slash) or Choose dagger (1d6 pierce, conceal) or Improvement: Increase one of your Levels by 1 per Dungeon completed.
warhammer (1d12 crush) bow (1d6 pierce, ranged)
Combat: Turns last 1 second and each monster and Class gets 1 action.
With this action they may: attack, cast a cantrip or spell, move up to 6
Cleric Wizard squares (6 sq), interact with an object, grapple (Fighter only) (roll to make
helpful, wise, empathetic
MENTAL

knowing, logical, persuasive


Check to cast a spell Check to cast a spell
single target Grappled), hide (Rogue only) (roll to be Hidden), or help an
Cantrip: Heal. Touch, heals 2×Level Cantrip: Missile. Level×missiles, 1 ally (providing them with advantage on their roll). Roll against Difficulty to
HP. damage each. go before the enemies.
Death: when a class reaches 0 HP, they fall unconscious. On their next
Cleric Spells Wizard Spells turn they roll a Check against their Difficulty, dying on a failure and
(Level×spell slots / dungeon) (Level×spell slots / dungeon) stabilising on a success. If they take damage whilst unconscious, they die
Locate Object. Metamorph. and can no longer be used.
Know the direction & distance to a known Transform single target for (Dis)Advantage: ‘Advantage’ means you roll 2d20 and take the lower
object for Level×minutes. Level×rounds. result. ‘Disadvantage’ means you roll 2d20 and take the higher result.
Divine. Hypnotise. Criticals: Natural 1s are always successes; double damage is done on an
Ask the Dungeon ½×Level (round up) Incapacitate Level×targets for 1 minute. attack. Natural 20s are always failures.
questions about the Dungeon. Truthful Conditions: Grappled (others have advantage to hit); Hidden (automatic
answer on success, false answer on failure. sneak attack); Incapacitated (cannot take actions);
Holy Weapon. Detect Magic.
Touch, +1d6 holy damage per attack. Magic auras appear for Level×minutes.
Bless. Fireball.
Party, +Level to Difficulty for 1 minute. 3sq radius, Level×d6 fire damage.
THE DUNGEON
If you are playing as the Dungeon, you have 4 attributes or ‘obstacles’.
THE ONEgeon
Each Dungeon also has a MacGuffin. This could be a cool magic weapon,
Each obstacle has a level. Your objective is to sufficiently test the Party. jewels and coin, or a trapped victim. The MacGuffin draws the Party to the
ACTIVE PASSIVE Dungeon, and they should gain the MacGuffin on completion of the
Monsters Denizens Dungeon.
CREATUR
ES

aggressive, mindless violence want something, have something Monsters and Denizens have a level, HP (= Level), and Difficulty (=
Traps Puzzles 10+Level). They must roll Difficulty to hit the Party.
OBJECTS

hair-trigger, dangerous one solution, drop clues


Traps and Puzzles have a level, HP (=level) and Difficulty (= 10-Level).
You can use each obstacle a number of times equal to its level. It is up to The Party must roll against this Difficulty to evade the Trap.
you to determine what these obstacles entail. Examples are given below. At Dungeon creation assign total number of Party levels to the Dungeon
Monster Strengths / Weaknesses Attacks/Abilities Level and determine the MacGuffin.
Zombie None / Holy Claw, 1d4 slash 1
Skeleton Pierce, Slash / Crush, Holy Slam, 1d6 crush 1 A creature that is Strong against a certain damage type takes half
Goblin None / None Dagger, 1d6 pierce 1 damage (rounded down) from that type. A creature that is Weak against a
Troll Pierce, Slash, Crush / Fire Club, 1d12 crush 2 certain damage type takes double damage from that type.
Archer None / None Bow, 1d6 pierce 2
Orc None / None Mace, 1d8 crush [×2] 3
Hobgoblin Fire / None Sword, 1d8 slash [×2] 4
Level
Trap Effect on Failure Effect on Success
(Difficulty)
Spike Pit 1d6 pierce none 1 (9)
Hammer 1d6 crush none 1 (9)
Axe 1d6 slash none 1 (9)
Hidden Spike Pit 2d6 pierce none 2 (8)
Hidden Hammer 2d6 crush none 2 (8)
Flamethrower 2d6 fire 1d6 fire 3 (7)
Falling blocks 3d6 crush 1d8 crush 4 (6)

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